VR IK Body - Support

I am confused, does the VRIKBody+VRIKSkeletalMeshTranslator work in android? does that also work in windows now?

or if we do windows PCVR we have to use the New Ynnk VR-Avatar component??

I am making a PC and mobile game so I need to know.

Ynnk VR-Avatar is only for Windows.
VRIKBody+VRIKSkeletalMeshTranslator work on both Windows and Android. This is your choise.

UPD. Soon I’ll add Ynnk VR-Avatar support for Android and make it a default option. VRIKBody+VRIKSkeletalMeshTranslator 'll become a legacy.

will this work in IOS? Has anyone tried it?

iOS isn’t supported. In theory, it’s possible to build the plugin for iOS, but for what purpose? Does Apple plan to release VR or AR headset?

Yes im running it on Quest 2 (Android ATSC)

Hello. Your plug-in is great, but I need help.
I’m going to try to start tracking automatically when the player enters.

image

Although Begin Play called ā€˜Force Set Component as Calibrated’, players who entered later do not see the tracking of players who entered previously.
It was the same when I called it as a multicast event. I lack knowledge of replicates. Ask for advice.

yes they do

But we know nothing about its specs and software yet. I compiled the plugin for Android and Linux, so in theory it can work on iOS.

Also, in second part of the autumn I’ll make new YnnkVRAvatar component multi-platform. VRIKBody/VRIKSkeletalMeshTranslator will remain as a legacy.

I watched the effect video of ynnk VR avatar. It seems to be a little too adductive of the elbow joint. I would like to ask whether this system supports multi-point IK. For example, the system with 3, 5, 8 and 10 trackers.Thank you for your efforts

Elbows can be adjusted in settings. Plus, I’ll implement a new algorithm for elbows in the next update (it’s ready, I just wait for more changes to submit them together).

This plugin doesn’t support additional tracking points - only head and controllers. For multiple trackers I have another plugin - VIve Mocap Kit. But it requires at least 4 points: head, two controllers and torso.

Thank you for your reply Can these two be combined in a multiplayer level? Video of ynnk VR avatar should be displayed on the mobile end by solving on the server? The mobile end is only responsible for the data, then the server solves and the network copies the display model

hello, I got the plugin yesterday its great… working on 5 amazingly
Is there a way to change the thumb stick controllers… I don’t want to have to press the thumbstick to move and also I want when pushing it front it goes forward and when pushing it back it goes backward. not the opposite like it is right now with the demo file

thanx

No, this would give a noticeable delay. I recommend to wait a bit. In ~ Noveber or so I’ll release YnnkVRAvater working on mobile devices. Not based on neural net, but still quite good.

I don’t want to have to press the thumbstick to move

In BP_PlayerCharacter → InputAction MotionController_R_Thumbstick unlink ā€œset UseSlidingLocomotionā€ node and set it to true by default

when pushing it front it goes forward and when pushing it back it goes backward

This is under Project Settings → Input. Change scale of MotionController_R_Stick_Y to opposite.

Thank you it worked :slight_smile:

There is another thing I’m trying to understand the multiplayer map that is provided… I want to create a world with multiplayers but there is no documentation on how to do so. how to start the server and how to connect it.

Hi, if the HMD moves according to the conditions at runtime, I want to move only the upper body part (arm, head, torso, etc. or head, arm only) rather than the entire mesh.
What setting should I use?

If you mean you want to keep pelvis and legs static in some known location, it’s not possible in the plugin internally. You need to do that in animation blueprint: redefine spine from pelvis (some desired location) to ribcage (received from PoseSnapshot) using FABRIK or CCDIK node.

Thank you for your answer.
I have one more question. At runtime,
When moving the HMD in real space,
Is there a setting that prevents Mesh from moving in the game space?
I want to turn it on and off.

I downloaded the unreal engine source, and it built for Mac OS X and when I open my project it shows that its missing variables, almost like if the plugin isnt active or something , but the plugin shows as active.

I only need the apple players to be able to join, I dont need them to be a VR player.

is this possible? I think when its missing variables there could be a compadibily issue or maybe I did something wrong, its my fist time using unreal on a mac so I dont know

Open VRIKBody.uplugin file in Notepad and in the ā€œPlatformAllowListā€ for all modules add Mac, and for runtime module add iOS.